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  1. #1
    Player
    CrazyDude's Avatar
    Join Date
    Dec 2021
    Posts
    13
    Character
    Sabrina Darknight
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I'd still just like to see minimum item level runs added to the Duty Finder directly (e.g., a second checkmark one can fill, to queue for simultaneously with a regular version if they so wish) and give proportionately higher rewards. Normalize options for more significant challenge without necessarily taking away the ability to leave content a breeze for those who don't want it.

    I would LOVE this. It would solve so many of my issues with the current state of roulettes and make it a pretty consistent experience across the board. No more wondering if Trial Roulette will give you a short or a long one for example. At min ilvl, they pretty much all average 8-12 minutes, except for the leveling Trials which do not even have a min ilvl.


    Quote Originally Posted by Shurrikhan View Post
    That said, ability acquisition and the appearance of mechanics really should be hastened (e.g., a full rotational kit [50 to 56-esque] by level 30 and a decently fleshed out kit [70-esque] by 50),

    The problem with this is they would have to do a complete rebalancing of the potencies of actions at these lower levels. Losing abilities when level synced sucks, but the alternative is worse. I've hopped around between several MMOs. Every MMO that has tried to allow players to keep all abilities when level synced has had massive power creep at low levels. Yes, worse than this game. I would indeed like to see them do this, but I honestly don't know if they can/will spare the time to do this correctly.
    (1)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by CrazyDude View Post
    The problem with this is they would have to do a complete rebalancing of the potencies of actions at these lower levels.
    Potency creep already necessitates this.

    Losing abilities when level synced sucks, but the alternative is worse. I've hopped around between several MMOs. Every MMO that has tried to allow players to keep all abilities when level synced has had massive power creep at low levels.
    Which has what exactly to do with my suggestion (learning more skills early on, even if just by siphoning active skill/mechanic acquisitions from later levels)?

    No part of my post asks to retain skills above the syned-to level when synced.
    (1)